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Question by DricoJD · Jun 14, 2013 at 01:49 PM · coroutineupdatejavascript-specificevent-handling

Coroutine - events not working

I have spent endless nights, pulling my hair out a burning out my brain, why? Because I cannot seem to wrap my head round why my code will not work.

I am using a coroutine to enable an event to work.

I want a loading screen (a scene) to wait 5 seconds when it starts and to wait for the space bar to be pressed to actually load the next level... Please help me, I cannot stand my pain.

 function start() 
 {
 
 yield WaitForSeconds (5);
 gameObject.Find("Continue").renderer.enabled = true;
 gameObject.Find("Continue").renderer.material.color = Color.gray;
 StartCoroutine("Do");
 
 
 function Do(){
 if
 
       (Input.GetKeyDown(KeyCode.Space))
       {
       
 Application.LoadLevel("OpeningTutorialScene");
 
 
 }
 }
 
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avatar image MissingSemicolon · Jun 14, 2013 at 02:00 PM 0
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Do you have any Debug.Log() in your code? I would recommend putting one inside the Do function - to make sure it is actually looping and another inside your if statement - to see if it is detecting the key press.

Try this out (if you haven't already) and let me know the results.

avatar image MissingSemicolon · Jun 14, 2013 at 02:02 PM 0
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Also i just thought, don't you have to yield in a coroutine? so it knows the location where it needs to restart?

avatar image DricoJD · Jun 14, 2013 at 02:08 PM 0
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if I yield coroutine, it will give me a bug over and over again...I cannot make debug as the scene will not run as the errors keep rushing up

avatar image MissingSemicolon · Jun 14, 2013 at 02:13 PM 1
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This is how i would do it (i'm a C# person so i apologise if any of the syntax is slightly wrong):

         function Do()
         {
             // a while loop so it will keep looping
             while (true)
             {
                 // a yield so it knows where to restart from     (waits until the end of the frame)
                 yield WaitForEndOfFrame();
 
                 // check for input
                 if(Input.GetKeyDown(KeyCode.Space)) {
 
                     Application.LoadLevel("OpeningTutorialScene");
                 }
 
             }
 
         }

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Answer by Bunny83 · Jun 14, 2013 at 02:10 PM

This is what you need:

 function Start()
 {
     yield WaitForSeconds (5);
     var renderer = gameObject.Find("Continue").renderer;
     renderer.enabled = true;
     renderer.material.color = Color.gray;
     while(true)
     {
         if (Input.GetKeyDown(KeyCode.Space))
         {
             Application.LoadLevel("OpeningTutorialScene");
         }
         yield;
     }
 }

btw: note that "Start" starts with a capital "S" or it won't work. "start" and "Start" is not the same thing.

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avatar image DricoJD · Jun 14, 2013 at 02:12 PM 0
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Many Thanks Bunny, and what is the difference - I would like to know as I want to gain as much knowledge as possible for coding.

avatar image DricoJD · Jun 14, 2013 at 02:16 PM 0
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Oops, just added code in, now it is freezing my unity and application in dev build when the 5 secs are over?

avatar image Bunny83 · Jun 14, 2013 at 09:36 PM 1
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Sorry ;) forgot the yield inside the while loop ;) i've changed the code.

avatar image DricoJD · Jun 15, 2013 at 05:27 AM 0
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Thanks, Luckily I saved before crash.

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Answer by create3dgames · Jun 14, 2013 at 10:01 PM

Coroutines are tricky business sometimes. Try this method instead.

 private var startTime : int = 0;
 public var waitForSecondsTime : int = 0;
 
         function Awake() 
         {
             startTime = Time.time;
             gameObject.Find("Continue").renderer.enabled = true;
             gameObject.Find("Continue").renderer.material.color = Color.gray;
         }
          
         function Update ()
         {
           if (Time.time > startTime + waitForSecondsTime)
           {
              Do();
           }
         }
 
  
         function Do()
         {
            if (Input.GetKeyDown(KeyCode.Space))
            {
               Application.LoadLevel("OpeningTutorialScene");
            }
         }
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avatar image DricoJD · Jun 15, 2013 at 05:27 AM 0
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Thanks, this is a good way of getting round stuff.

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